Particle Flow Discussion


#941

Jim, you could use a Script Operator for attachting particles to your target.

This is kind of a brute force approach because you need to split up your target in 400 polys. Maybe there is an elegant scripted alternative to this. Otherwise: detach your polygons, reset the pivots, scale the polys down using pivot center. The smaler your polys are the more precise will be the “landing” of your particles. Use these polys as targets.

The script principle is described in the help topic for Find Target. You could reduce the script to something like this :

[color=lemonchiffon]on[/color] ChannelsUsed pCont do
(
[size=2][color=lemonchiffon]pCont.useInteger = true
)

on Proceed pCont do
(
count = pCont.NumParticles()

for i in 1 to count do
(
pCont.particleIndex = i
pCont.particleInteger = i
)
)

Place this script operator before the Find Target Op, in the Find Target Op set “Object” to “By Script Integer”.

Boa
[/color][/size]


#942

I found answer on question which I asked before. It was quite easy. May by I shoud start think before I ask questions. I do not needed script for refresh on every frame, I puted just DELETE after 3 or 5 frames of age. So when particles are created they build animated volume during full lenght of animation. I need just to work on material.
I would also like to know : Has somebody ever worked with some of thous particle point renderers? How much accelerate they rendering? Is there any link to theory behind this aproach?


#943

Hi,
I’m quite new here. Subscribed some months ago, but never really posted much. I will change this now, I think. :slight_smile:
I’m currently working on a volcano in the ocean. It has to spit out hot ashes and lava stones which make nice splashes in the water. Also, there has to be much of realistic volcano smoke. I’m quite new to particles and afterburn, maybe some of you have some suggestions on how to make this smoke or nice trails coming from the stones.

I really would like to post a picture, but I need to have 30 posts. So maybe later. :slight_smile:

P.S.: I like to read Allans posts about particles and made some of his tutorials. It’s really awesome. He’s the god of particles I think. :slight_smile: I am also interested in his new dvd.


#944

Thanks BOA…

I will try that script… I also bought a MaxScript DVD coming in the mail this week… I guess it is time to learn scripting… I have avoided it for the last five years… looks like I might as well give in… I am sure now that I can ask questions on the Forum I will be able to work out the process…

as for this particle source… I ended up refining the flow I used for the cheat… I kept the two particle sources and made the count high enough to cover the transition from the arrival at the target animation to the reveal of the position object in place on that final frame and then once the shape animiated I blew the particles off the shape like in one of Alan’s Tutorials I watched a while back using collision to trigger wind, worked like a charm and the client was happy… now I have to only learn Mental Ray this weekend to get the material look I want. :shrug:


#945

Okay well the two things to keep in mind for volcanic smoke are to make sure you have self shadowing and a shadow casting light (that’s also included in afterburn). Also making the density quite high as pyroclastic clouds are completely dense as they’re built up of solfer/ash and really restrict any light penetrating/scattering within it. Also keeping your noise size about half of your radius size might help give it it’s irregular look.

For rock trails create your particles as rocks with instanced geometry that shoots out, and set them to spawn a trail which can either be facing_shape or else tell it not to have a shape and use the pflow afterburn node and use the octane shader within afterburn for the trails.

I hate to plug myself here, although lately I’ve gotten lots of emails and seens posts “how do I make a twister, volcano etc. etc.” but check my DVD as it has a fairly intensive tutorial on how to build a volcano from scratch and create all of the effects for it. The DVD should go live Monday if all goes well.

Thanks for the positive feedback Butcher, hoping to be able to contribute more in terms of tuts, files and whatever I can soon. So busy until Siggraph’s over, but lots of cool things ahead. If you need anymore help with the volcano let me know, it requires a bit of initial work to build it,but at least it’s the kind of 3d scene that’s fun to build :wink:


#946

hey allen, i presume DVD will be obtainable from your site ??? r u still a busy chappy or work dying down a little now?


#947

EXTREMELY busy! But in a good way, got some really cool stuff coming up but all in due time… Blade’s almost out the door, just prepping for Sig and for pflow tools’ release. So on top of some other stuff things are pretty crazy.
I just love how crucial the next few days are in time so my weekend which i wanted to devote entirely to working is now devoted entirely to getting rid of all this spyware crap that’s popped up out of nowhere, verrry fun indeed.

The DVD will be on turbosquid’s site, I was hoping to have my new site ready and launched by the time of it’s release although just 100 other things keep popping up. But I’ll have more additional information on my site soon. and i’ll make sure I post something here. I had a look at the interface and it’s looking pretty dang sweet. kind of suprised that they managed to get 13 or so hours onto one DVD :slight_smile:


#948

Thx for this fast reply. I will try out the octane shader for the trails of the stones. Really would like to post a picture to hear some comments.

Allan: Does turbosquid or you or who ever ship your DVD to germany?


#949

Jimbo65:
That’s funny. I also got the MaxScript DVD last week …

Glad to hear that your cheat worked. Would be nice to see the animation if your client doesn’t mind. The concept sounds very interesting.

I’ve thougt about this Find Target - Faces/Vertices thing again and found a much easier solution using the Vector Channel in a Birth script.

I used an Editable Poly named $myTarget and its face centers as target, but I’m sure you could use selected vertices as well. I’ve set “Target” in the Find Target operator to “Icon” and “Point” to “By Script Vector”. In the Proceed part of the script after the particle is born I used:

vpos = polyOp.getSafeFaceCenter $myTarget i
pCont.particleVector = vpos
And it is necessary to make sure that the code does not try to use more faces than $myTarget has, either by abortion of particle generation when the number of faces is reached or by using faces more than once, starting with 1 again when all are used.

Scripting is real fun - especially when the script does what you expect it to do … I hope to give my occasional attempts in scripting a better foundation with the MaxScript DVD.

Boa

P.S. In case you ever want to detach all polys as objects, make them non renderable, reset pivots to their face centers and scale them down - like it suggested in the first post - let me know. It’s easy scriptable :slight_smile:


#950

he allan where can we find your dvd at turbosquid??
can’t wait any longer:scream:


#951

Tomorrow now, Wednesday at the absolute latest. They’ve just been doing some minor tweaks to push the quality a bit further etc. Thanks for your patience, like I said tomorrow or wednesday at the absolute latest so verrrrry very close :slight_smile:

Hopefully new website will go online sometime this week - and I’ll start putting up a lot of new stuff soon after that.
who here’s coming to siggraph anyway? It’d be great to catch up with everyone for a few beers if anyone’s interested.


#952

I feel like a kid waiting for Christmas morning. Thanks again for the contribution!!!


#953

Great news Alan!!! Finally the DVD :buttrock:

Will check turbosquid tomorrow if it has been released… im desperate. heheheh

But awsome news!!! :bounce:


#954

I’m almost embarrassed over how long it’s taken to release. I completed it in december/january but I’ve been so tied up with things that I didn’t really get to do anything with it until recently. And TurboSquid’s taken the time to build a really kick ass interface for it so I’m really pleased about that.
There’s some other cool stuff coming out at Siggraph, and the class I’m doing hopefully will be quite informative on how to create a lot of cool fx for film.

But hopefully within the next day or two you’ll be able to order it, so I’ll make a post here and email everyone on my mailing list. I’ll also be putting up a new site soon which I’ll then start building more tutorials for max and maya for and really kind of make it a really strong resource for particles and visual effects.

will let you know as soon as I hear anything :slight_smile:


#955

HI Allan

I get the feeling your DVD is going to sell “PRETTY WELL” understatement


#956

Just thought I’d ask this here instead of making a new thread. When I have particles with an AB effect linked to them, when the particles die the afterburn animation seems to ‘pop’ as a whole puff of smoke has just vanished, here is an example of what I mean.
Any way to get rid of this?


#957

Thanks Dell, I’m kind of suprised - I won’t get into my frustrations with how long it’s taken to come out from the time when I had actually completed it, but the feedback so far ha been great and those who’ve managed to get their hands on it early have all been extremely positive with their repsonses. Ideally I hope it meets everyone’s expectations in terms of the learning content, as I’m always building new techniques on every film so I’d love to do some more down the line and obviously get them out a lil quicker :slight_smile: but it all pends on whether people want them etc.
Hoping that it will go live in a few hours from now, or at least that’s what I was told late last night.

On the flip side, here’s a snipette from cinefex weekly on Cinderella story, which is a project I worked on at Digital Dimension last year in LA (funnily enough 12 months later and several trips around the world here I am back there again).
http://www.cinefex.com/weeklyupdate/artwork/images/week_27/index.html
I’ll try and find a way to post the article as it might give more insentive into how friggin complex this thing got. It’s 100% cg made in max with mental ray.
My role was more behind the scenes, I did build some snow systems etc. Although I spent more time writing a few small tools for mental ray shaders, and building a lot of complex procedural modeling systems to deal with handling the integration of a lot of the scene’s as they were being built into the master file.
The guys did a kick ass job on it, definitely wasn’t one or two peoples baby’s as everyone had a crucial role to play on it, I only put in about two weeks on the project (hence why I was more a TD than an artist on it, as there wasn’t time as I had to leave the country). But turned out pretty cool in the end.


#958

AURORAE: Hi, I’m no expert in AB effects, but you can try to activate the AFC for density in the “Noise Animation Parameters”-Rollout. Leave the Low Value as you wish and type in 0.0 for the Hi Value. Your smoke will disappear now by getting more and more transparent.

Hope this helps.


#959

Hey Allan

Great to hear the DVD is going to be out soon, was wondering how to search on turbo squid to find it, what category would that be under? Perfect timing btw my birthday is tommorow this is going to make a nice present to myself.

Was thinking about attending your course at Siggraph in August. Is the information going to be exclusive to the presentation or is it eventually going to find itself in one of your online tutorials or is it already on the DVD?

later

Benjamin


#960

HI All

Just been playing around with fire effects etc, please see the images attached. I tried to attach the animation to the uploader site but its to big, even when zipped.

I used instanced geometry to create the volume and a gradient material for the shader.

Tell us what you think, thank you. :wink: